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Messages - naitchman

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101
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: September 22, 2019, 12:12:14 pm »
Hey, I have question about this tool (I understand basic computer stuff, but I'm not so tech savvy).

I've been making a bunch of fan cards and saving them by using the favorites button. Now that I have a new computer is there a way for my new computer to access those cards? (note I can't just copy the url's because many of the url's are too long and won't work in my browser because the image address is very long).

102
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 22, 2019, 02:53:57 am »
Quote
Shanty Library
cost $2 - Action
+1 Card
Put this into your hand.
If this is the first time you played Shanty Library, +2 Actions.
Revised a card named Animal Trail from https://s456.hatenablog.com/entry/2019/08/29/171427 .
It converts Actions to Cards.
Super strong? Maybe yes, but the second Shanty Library in hand will be useless. Not broken.
Super strong with Champion? Of course yes!

You really should try to avoid putting cards back into your hand (or discarding them) after playing them. You even mention that champion + this provides infinite draw (an infinite combo with only 2 cards), but imagine if you have your +1 coin token on shanty library too. I'm of the opinion that infinite combos should be avoided as much as possible (the ones that exist usually require 5 or more fairly specific cards)

Champion is broken anyway. I don't think anyone should change their fan card ideas because of an interaction with one or two official cards. Just don't put those two cards in the same kingdom.

I disagree. An interaction between your card and an official card is a very good reason to refine your card. Donald X. did it to masquerade because of an interaction between it and KC and Goons.

103
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 21, 2019, 10:15:25 pm »
Quote
Shanty Library
cost $2 - Action
+1 Card
Put this into your hand.
If this is the first time you played Shanty Library, +2 Actions.
Revised a card named Animal Trail from https://s456.hatenablog.com/entry/2019/08/29/171427 .
It converts Actions to Cards.
Super strong? Maybe yes, but the second Shanty Library in hand will be useless. Not broken.
Super strong with Champion? Of course yes!

You really should try to avoid putting cards back into your hand (or discarding them) after playing them. You even mention that champion + this provides infinite draw (an infinite combo with only 2 cards), but imagine if you have your +1 coin token on shanty library too. I'm of the opinion that infinite combos should be avoided as much as possible (the ones that exist usually require 5 or more fairly specific cards)

104
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 19, 2019, 11:19:18 am »
Congrats Commodore Chuckles!


Frontier by anordinaryman
Quote

Frontier - Action - $3
Gain a Copper to the top of your deck per Frontier you have in play. If this is the first time you played a Frontier this turn, and the previous turn wasn't yours, then take an extra turn after this one.
A Level 1 extra turn. Obviously, there's no reason to play more (barring some weird reason to want coppers). It feels unnecessary to even put the "per frontier you have in play" clause. That aside, this sounds a bit too strong. Outpost gives you three cards and costs $5. This gives you 4 cards plus a copper and costs $3. Yes, you get junked, but it shouldn't be too hard to trash it it (consider that trashing is usually necessary in an outpost strategy anyway to guarantee getting reasonable cards in your 3 card draw).

When you copied my card description, you omitted the super important part "this stays in play" at the end. In the image it also says "this stays in play." The whole point is that each time you play it it gets worse, you get one more copper, and you only get one play out of each card. So, you buy one, play it and you get one copper. Second one you buy and play and you get now two coppers, etc. I agree that the card as you read it is over powered and not interesting  and can't cost 3. I'm curious how the proper reading changes your thoughts/ideas. Also, I'd like to know anything I could have done to make it more clear so it wasn't easy to miss that last sentence.

Oops. that makes more sense. I was a little tired last night, sorry. I guess, I can rescind most of my criticism. It's much better than before. Though now being able to use it will be severly limited. Besides all the copper gain, you have to buy one per extra turn you want, and your extra turns get worse fast. Barring a guide, I highly doubt I'd play more than 2.

105
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 18, 2019, 11:26:03 pm »
Hey everyone here's my thoughts on the cards.
I'm creating the following terminology when talking about different types of extra turn cards
Level 0- Once per game. Cards in this category can gain one extra turn the entire game. Fleet is in this category.
Level 1- Once per turn on one turn (per round). Cards in this category can be played only once per turn, and only allow one extra turn per round (usually because they don't allow extra turns on any type of extra turn). Outpost and Mission would fall in this category.
Level 2- Once per turn over multiple turns. Cards in this category can only be played once per turn, but can be played on extra turns (like outpost and mission turns) that are not its own.
Level 3- Multiple per turn on one turn. Cards in this category can be played multiple times on a turn, but can't be utilized on extra turns (its own or others).
Level 4- Multiple per turn over multiple turns. Cards in this category can be played multiple times on a single turn, and over multiple turns per round (though not on its own extra turns, or else infinite loops would be possible). Possession would fall in this category.
Level 5- Infinite Loop. An extra turn card that could allow for infinite turns (usually because it allows itself to be played on its own extra turns).
Other- Cards that don't fall in these categories.


Double Shift by Pst
Quote

Double Shift- Project - $5
After one of your turns in which you gain a Victory card costing more than $5 you get an extra turn. During that extra turn, whenever you would gain a Victory card, instead gain nothing.
A level 2 extra turn. An interesting concept. It's going to be used toward the end, once you've started greening, but you can't use the extra turn to get more points (normally; edge cases always apply). Instead, you'll use it to keep your deck composition. Assuming there aren't nobles, harem, or farmland in the game it will just trigger on provinces meaning you'll probably get ~3-4 extra turns on it. If there's a good enough engine to double-province, you'll get even less. I think it would be better as a level 1, but other than that I like it.

Night Shift by Aquila
Quote

Night Shift - Event - $2
Once per game: take another turn after this one, starting with 0 Actions.
A level 0 extra turn. I'm not against level 0 extra turns, I just think this was a bad case to use it. I like the concept of allowing an extra turn with no actions. It's something I might even be able to build a deck around to take advantage of that extra turn (just like one does with outpost). But if I can only get 1 extra turn the whole game, it's not worth building my deck around it, so it makes this card much less interesting. I think this might work better as an action card (I'm guessing the only reason it was an event was to make it once per game) and changed to a level 1 extra turn (you'll probably have to tweak the price).

Pact by Grrgrrgrr
Quote

Pact - Project - $8
For the rest of the game, play 2 turns in a row. When you trash a Copper, move it to the discard.
-
After buying this project, gain 7 Coppers.
A permanent Level 1 extra turn at the cost of having (at least) 7  untrashable coppers. I like this idea. The fact that you get an extra turn every round isn't as crazy as it first appeared since a well constructed engine can do the same with a single buy of outpost. I think this compares well to outpost in general. Outpost gives an extra turn with only 3 cards. With Pact, you'll have so many coppers, it'll be like having less cards. If you had 21 "good" cards and 7 coppers, you can expect 1.25 cards in each hand to be a copper making it harder to run your engine. The downside is this hits you even on your non-extra turns. In engines, trashing is a must for this buy (14 coppers is just too much).This could be used more effectively for extra turns by BM (than other extra turn cards) since BM usually isn't drawing your deck every turn. In addition BM doesn't care as much about copper. Trashing would be helpful for BM. Alt VP (especially gardens) could probably benefit from this without trashing at all, since your price points are usually lower. Of course $8 is hard to reach for alt VP usually.

Despite all of my analysis, this is one of those cards I think I would understand better with playtesting. There might need to be some tweaking (maybe gain 6 coppers or 8 coppers). I think the price could definitely use some tweaking. It seems like a good fit for BM and Alt VP yet for BM it doesn't work because you have give up a province for it (BM advantage is usually speed), and Alt VP usually has trouble hitting $8. Maybe lower the price or convert it to debt?

In addition, trader can still work here. Maybe instead of gaining the coppers, you just put them in your discard?

Bonanza by mandiaco15
Quote
Bonanza - Event - $5

At the end of this turn, if you have unspent coins, take Voyager, and take another turn after this one, where you draw one card per unspent coin for your hand.
---
You can't buy this if you have Voyager.


Voyager - State
Worth 1VP if you have this at the end of the game.

I think the intention was a Level 1 extra turn but because you take Voyager at the end of the turn this is technically a Level 3. The simplest fix is either a "once per turn" clause or taking voyager when you buy it. That aside, I don't see this being used many times in a game. In order to be a worthwhile buy, you probably need to be producing a large amount of money each turn, and buy something else with this. If I have $10 and buy this and leave the $5 for 5 cards, I would need to be confident I'm going to get more than $10 on this extra turn to have gained anything(why didn't that happen this turn?). Buying this at $7 (2 cards for next turn) seems like a long shot, and at $8 or more (outpost level), I could've just gotten a province. A likely scenario is I have $18 and 2 (or more) buys. Buy province and Bonanza (leave 5 cards for next turn) and then double province next turn. At that point, I have to wait for my oponent to have a worthwhile turn to buy bonanza, and at that point the games almost over. I might not even be able to buy bonanza a 2nd time. I'm sure there are exceptions (guide, hireling, etc.) but I think this is the likely case. I think the choices on this aren't so intriguing. I liked the concept of Voyager (by taking an extra turn, you allow your opponent to take an extra turn. likewise, you can deny your opponent extra turns by not taking extra turns yourself), but when it's expected to pass back and forth so few times, it's not as interesting. I also think Voyager would be a little more interesting as a penalty (-1VP) since whoever takes the last extra turn, is going to have a slight advantage.

Coffee Roast by Fragasnap
Quote

Coffee Roast - Treasure - $4P
$2
+2 Cards
-
When you buy this, you may trash a Potion you have in play. If you do, take another turn after this one.
A level 5 extra turn. Not only is the card itself pretty strong, 2 peddlers and a lab (even though it's during you buy phase), but it gives an extra turn on top of this (at the cost of a potion). If this were limited to one per round, this could be an ok card. I see this working better in BM deck since it reduces the chance of terminal collision with your actions. It could likely be better than a gold (sometimes even a platinum) if it draws the right cards. I think the glaring error is the infinite turn possibility with trader and treasurer. Any infinite turn loop can be abused (add monument, goons, anything that gains coffers, etc.). The fact that this only requires 3 cards is a problem (see KC-Goons-Masquerade).

Refuge by Kudasai
Quote

Refuge - Night - $8
Name a phase.
If this is the first time you played a Refuge this turn, take an extra turn after this one, where you can only play your Clean-up and phases named this turn with Refuge.
A Level 5 extra turn. I know you acknowledged the fact that this can infinite turn loop, but it can really be abused even with only 2 with werewolf. A deck of 4 werewolves and 2 Refuges can dish out an unlimited number of hexes, giving out all the curses, all the coppers, and making your opponents trash a bunch of cards (among other things). I think restricting this down to just action or buy could've made an interesting card though. I think there are plenty of decks that can work with this in interesting ways.

Voyage by Commodore Chuckles
Quote

Voyage - Night - $5
End your Night phase. Take another turn after this one where you discard your hand at the end of your Action phase.
A Level 2 extra turn. I think this works well. It gives a restriction to work around to make that extra turn worthwhile. This could work in situations when Tactician would work (virtual coin). It would work very nice with tactician  :D. Overall I like it.

Penance by setchafle
Quote
Penance - Event - $4
If the previous turn wasn't yours, take an extra turn after this one. During that turn when you play a card, discard a card sharing a type with the played card or reveal you can't.
A Level 3 extra turn. This sounds a bit harsh to work with. It's almost impossible to grow your handsize (labs or village-smithy don't work), meaning you won't be able to play that many payload cards. Absent of some very key cards, it's going to be hard to produce alot of $ on  this turn. In addition, I'm not a fan of not limiting the buys for this.

Frontier by anordinaryman
Quote

Frontier - Action - $3
Gain a Copper to the top of your deck per Frontier you have in play. If this is the first time you played a Frontier this turn, and the previous turn wasn't yours, then take an extra turn after this one.
A Level 1 extra turn. Obviously, there's no reason to play more (barring some weird reason to want coppers). It feels unnecessary to even put the "per frontier you have in play" clause. That aside, this sounds a bit too strong. Outpost gives you three cards and costs $5. This gives you 4 cards plus a copper and costs $3. Yes, you get junked, but it shouldn't be too hard to trash it it (consider that trashing is usually necessary in an outpost strategy anyway to guarantee getting reasonable cards in your 3 card draw).

Extra Allowance by majiponi
Quote
Extra Allowance - Event - $2
Once per turn: Take your Allowance token. If you have 3, remove all tokens used in this game, and if the previous turn wasn't your turn, take another.
This extra turn falls in the other category (you can get it on its own extra turns but it takes 3 for 1). I like the idea of setting aside a little for a turn down the line. I think a +buy would make this a little better (since I can get this early game without wasting my buys). However, I think the "remove all tokens from the game" clause is way too wonky. I mean it doesn't even say your tokens, so this will affect your opponents too. All debt tokens, coffers, villagers, VP tokens (bye-bye lead), journey tokens (how does that even work if you don't have a journey token), vanilla bonuses, etc. get removed which means going for them is a waste in this game. Just removing the allowance tokens would've been fine.

Con Artist by mail-mi
Quote

Con Artist - Action - $5
+1 Card
+1 Action
+ $1
At the start of your next turn: +1 Card, +1 Action, +1 Buy
-
While this is in play, each other player may take an extra turn at the end of one of their turns if the previous turn wasn't theirs. If they do, at the end of their extra turn, +6 Coffers, +4%, +2 Villagers
A Level 3 extra turn for your opponents at a cost. I feel like the cost of this extra turn is bit steep (this is especially true in a 4p game where you can get the bonus multiple times). I would have to be confident I'm getting more than a province since I'm giving you 4 VP tokens and 6 coffers (which can translate into VP). The card itself also feels pretty strong (peddler this turn, almost a level 3 city next turn). I think this could also be frustrating in a 3p or 4p game where one opponent is utilizing another opponent's con artist when he really shouldn't. I'm not sure if there's a great way to give opponents extra turns in this manner.

Siege by grep
Quote

Siege - Project - $5
At the beginning on your turn, if the previous turn was not yours, you can discard your hand to take your Siege token.
At the end of your Cleanup phase, you can return the Siege token. If you do, take another turn after this one.
Level 1 Extra turn. Reminds me of Guide. Often it won't really be giving extra turns, since you'll be using up this turn to get it, but with some shtick (guide, duration bonuses) you could turn this into an extra turn. I like it.

Prototype by NoMoreFun
Quote
Prototype - Action - $4
Gain a card costing up to $4
If this is the first time you played a Prototype this turn, and the previous turn wasn't yours, you may set aside the gained card to take an extra turn after this one, and put the set aside card into your hand instead of drawing your next hand.
A Level 1 extra turn. I think there's something to the concept of being able to construct your extra turn hand, but I don't think this will usually work as is. There are few $4 or less cards that can start an engine by themselves unless your deck is really well stacked (and I mean really well stacked). Even if there was a card that it could work for, it'd be a little boring, since all players will just use prototype on that card until it's gone and then prototype doesn't work anymore.

Negotiator by Gazbag
Quote

Negotiator - Action - $6
If this is the first time you played a Negotiator this turn, and the previous turn wasn't yours, then take an extra turn after this one. During your next turn, whenever you gain a card, each other player gets +1 Villager and +1 Coffers.
A Level 1 extra turn. Nice and simple. An extra turn where your opponents get a bonus for you buying cards (which is usually the point of the extra turn). I like it.

Borrowed Land by 4est
Quote

Borrowed Land - Victory - $4
1%
-
When you gain or trash this, take your Turn token and return it at the start of Clean Up. If you do, and the previous turn wasn't yours, take another turn after this one during which you cannot buy Victory cards.
A Level 1 extra turn. I think this would've been nicer without the token (even if it is wordy). Regardless, I like the card. You get an extra turn at the cost of junking yourself. In addition the extra turn can't be used for victory cards. Since this also gets use on trashing, I can utilize this even in the beginning since I get a net +buy when I buy and trash this.

Desert Outpost by Gubump
Quote

Desert Outpost - Action - $5
+2 Cards
If this is the first time you've played a Desert Outpost this turn and the previous turn wasn't yours, then set aside up to 5 cards from your hand, take an extra turn after this one, and put the set aside cards into your hand instead of drawing your next hand.
A Level 1 extra turn. It feels a bit strong. Even though you have to sacrifice cards this turn, the fact that you can choose them is a big deal. I can set aside 2 cards (village-smithy) and have a reliable engine next turn. And it gives you good odds of having the cards you need with that draw. I think it's a little OP especially at the price point.

Memorial by King Leon
Quote

Memorial - Victory - $6
2 VP
---
If this is the first time, you bought a Memorial this turn, take an extra turn after this one, during which you can't buy Victory cards.
A Level 2 extra turn for buying a victory card. Not bad. An extra turn without victory cards at the cost of junking yourself a little. I like this kind of balance getting the benefit without junking yourself too much.

Heir by spineflu
Quote


Heir - Event - 4d
Once per turn, choose one: Gain a Curse to your Heirs mat, then each other player gets +2%; or put two Curse cards from your Heirs mat onto your deck to take an additional turn after this one.
-
Setup: include 3 additional Curses per player in the Supply
This extra turn falls in the other category (you can get it on its own extra turns but it takes 3 for 1). This seems way too expensive for a single extra turn (that only gets 3 cards and 2 curses in hand). It takes $12, (in debt) 3 buys, 4vp to all opponents, and 2 curses to get a single outpost-like turn. You'd have to get a province just to break even on points (not to mention the opportunity cost of $12 and 3 buys). On top of that, you have to set up a deck that can work with outpost. Compare that to just buying Outpost a single time and getting extra turns every round. I also think this will just make cursers more strong in that they will be able to curse longer.

Raft (Traveler Line) by Fly-Eagles-Fly
Quote
Raft - Action - $2
Trash a card from your hand.
-
When you discard this from play, you may exchange it for a Fishing Vessel.

Fishing Vessel - Action - $3*
+ $2
+1 Buy
At the start of your next turn, choose one: + $1, +1 Buy; or you may exchange it for a Cog, putting it on the bottom of your deck.
(This is not in the Supply.)


Cog - Action - $4*
+3 Cards
+1 Action
Discard 2 cards.
At the start of your next turn, choose one: +3 Cards, discard 2 cards; or exchange this for a Galleon, putting it on the bottom of your deck.
(This is not in the Supply)


Galleon - Action - $5*
+1 Card
+1 Action
+ $2
Each other player discards a treasure card from their hand or reveals they can't.
-
When you discard this from play, you may exchange it for a Flagship
(This is not in the Supply)


Flagship - Action - $6*
+1 Card
+1 Action
While this is in play, when you play a Duration card, +1%. At the end of the game, choose one:
+2%; or take an extra turn.
(This stays in play; This is not in the Supply)
A Level 0 extra turn. I'll be a little lenient in this judging since Traveler lines are hard to make. Raft is good; you avoided the common pitfall of making the beginning of a traveler line too good. It's weak for $2 (not including the exchange) which is what it should be. Fishing Vessel is also a weakish card (as it should be). Cog is very good if you choose +3 cards for next turn (not sure why the discard option is there). I was thinking this might fit better in slot 4, but then again warrior is usually the card people keep over hero so it's not crazy that the better card is in slot 3. Of course galleon is also very strong. BTW I like the creative way to exchange fishing vessel and cog instead of the simple cleanup way.

My thoughts on Flagship:
1) You get an extra turn per flagship at the end of the game, but how do you know how many you have without looking through your deck? You should probably get a token when you gain a flagship to track this. Also this should be below a line (just like the in play effect). In addition it should be orange.
2) I like the choice between extra turn and 2vp since sometimes 2vp might just be better.
3) The while in play effect can kind of break this. Since you have so many durations in this line alone (15) and you can stack multiple flagships (each which will get points when played), you can really get some broken VP engines with this (especially cog which is a great draw card). Unlike most other VP token cards, this is not contingent on buying/gaining cards or trashing them, and it can give  is very likely. It's probably likely even without since if I have 3 flagships and play 3 duration cards per turn, that's 9 points without changing my deck.


Conclusion: There were some pretty good cards to choose from. The top 5 were Double Shift, Voyage, Siege, Negotiator, and Borrrowed Land. This was a pretty tough decision among these. At the end of the day, Negotiator didn't seem like too much of a choice (it seems always worth it to go for). Between the rest I was really drawn to voyage's challenge of making a deck that could ultilize it's extra turn, and Borrowed Land, which required a little balancing with your extra turns. In the end, I'm drawn more towards voyage.

Winner: Voyage by Commodore Chuckles
Runner-Up: Borrowed Land by 4est

Congrats Commodore Chuckles (and everyone else)

106
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 18, 2019, 03:08:13 pm »
Gonna start judging now.

107
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 17, 2019, 01:23:27 pm »
Here is your 24 hour warning. Get your submissions in.

108
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 11, 2019, 11:13:02 pm »
enough drawbacks that this can cost $2? talk me out of this one maybe, or help me justify it, because Outpost is only $3 and that was my model-goal with this.[/li][/list]

Not going to comment on the card itself but it's kinda bothering me that nobody corrected you on Outpost's price. It's $5 not $3.

109
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 11, 2019, 11:06:16 pm »
Hey guys, I just wanted to weigh in on something that's coming up with some of the cards. As judge, I'll try not to give away my opinion on the cards themselves.

Some of the submissions give extra turns in interesting ways that prevent getting extra turns on their own extra turn (double shift, witching hour, sanctuary, voyage). As Gendoikari pointed out, technically these cards together could create an infinite turn loop. While it might be a good idea if you're Donald X to design cards that give you some flexibility to design other potential cards later on, for a design contest I think it's ok. I'm going to judge these cards only based on themselves (and the cards that actually exist in the kingdom).

That being said, I want to bring up a point that isn't exactly about unlimited turns but is somewhat related

Mission and Outpost have two key phrases in their text. "If the previous turn wasn't yours" prevents infinite turns. "If this is the first time you played mission/outpost" prevents you from getting more than one extra turn per round. Consider not just whether you can get extra turns on your extra turns, but how many extra turns you can get per round. 2 questions to ask yourself. For illustration I'm going to use an example Action card I've made up called Extra Turn which says "Take another turn in which Extra Turn has no effect when played" (it's not good, I know)

1) Can I play multiple of these per turn? (Yes)
2) If I utilize outpost and/or mission can I play this multiple times per round? (Yes. Play ET, Outpost and buy mission on Turn 1. Take outpost turn and play ET. Take mission turn and play ET. Take 3 extra turns).  Note that while outpost and mission allow one extra turn per round no matter how many other extra turn cards there are, Extra Turn can be played multiple times per round (even if "if this is the first time you've played extra turn" was added) in the presence of outpost and mission.

It's not inherently bad to have a card that can get more than one extra turn per round. After all possession can do that. But it's something that will greatly change the relative strength of the card. Possession costs $6p (essentially more than a province). Even the best constructed outpost deck can only get one extra turn per round. If it could get more, it would have to cost more than $5. #2 is a lot less common to come up so it won't greatly affect the cost or how it's played (but is something to consider), but #1 will make a big difference.

110
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 11, 2019, 03:11:18 pm »
Oh wow, my first win. Thanks 4est.

Without further ado:
Challenge #44: Extra! Extra!
There are only 4 cards that give extra turns so far (Possession, Outpost, Mission, and Fleet). Design another card that gives an extra turn. Remember to word it so you can't get infinite turns. In addition, remember that extra turns can be very powerful. Think about how you will limit the turn (just like the official cards do) to balance this.

I'm going to be a bit busy so I'll start judging on Wednesday next week (I'll give the standard 24 hour warning). Good Luck!
You didn't list it, but would a card like Villa count?

Villa would not count. It needs to actually give an extra turn. The extra turn does not need to be yours (though if you do give your opponents extra turns make sure not to make it lengthen the game too much).

111
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 10, 2019, 11:40:39 pm »
Oh wow, my first win. Thanks 4est.

Without further ado:
Challenge #44: Extra! Extra!
There are only 4 cards that give extra turns so far (Possession, Outpost, Mission, and Fleet). Design another card that gives an extra turn. Remember to word it so you can't get infinite turns. In addition, remember that extra turns can be very powerful. Think about how you will limit the turn (just like the official cards do) to balance this.

I'm going to be a bit busy so I'll start judging on Wednesday next week (I'll give the standard 24 hour warning). Good Luck!

112
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 06, 2019, 01:36:21 am »
Here's my submission for now


It's an advisor and king's court merged into one.

I know the cost looks low but the fact that you don't get to choose the card can be really annoying. Often times, throne room might be a better pick.

1) One of the things that makes king's court so powerful is the fact that it synergizes with itself (playing K Court on a K Court). However, this won't work here since your opponent will never choose for you to triple play a King's counsel unless you only have King's Counsels (which isn't helpful).

2) Unlike some other TR variants, this doesn't replace villages as easily since if you have no actions (after playing King's Counsel) and you have a terminal in hand, your opponent can make you play the terminal and end your action phase.

3) Also, cards that outlive their usefullness, or need to be carefully played such as chapel, cursers, mandatory trashers etc. will seriously hamper your ability to use this effectively.

In some decks with the right support this card can do well, but not always.

The trick to this would be keeping your action density low enough that you'd only ever give one choice, right? Feel like this would be a contender in the last contest too.

I think you mean 2 contests ago (player interaction). Last contest was monogainer.

Also, I don't think your action density necessarily needs to be low. If you have little variety and just have a lot of 1 nonterminal (such as labs, governor etc.) that could also work. Non terminals (especially cantrips) like pearl diver also aren't a liability since you could just play pearl diver first and then play king's counsel. Discarding cards (like Hamlet) can also help. In addition, giving your opponent a choice of all good cards can also be a strategy (if my opponent has to choose between KCing market, lab, or Ironmonger I'm happy with that). Too low of an action density will actually hurt this (like any TR vairant) because you risk drawing it with no actions.

113
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 04, 2019, 07:29:08 pm »
Here's my submission for now


It's an advisor and king's court merged into one.

I know the cost looks low but the fact that you don't get to choose the card can be really annoying. Often times, throne room might be a better pick.

1) One of the things that makes king's court so powerful is the fact that it synergizes with itself (playing K Court on a K Court). However, this won't work here since your opponent will never choose for you to triple play a King's counsel unless you only have King's Counsels (which isn't helpful).

2) Unlike some other TR variants, this doesn't replace villages as easily since if you have no actions (after playing King's Counsel) and you have a terminal in hand, your opponent can make you play the terminal and end your action phase.

3) Also, cards that outlive their usefullness, or need to be carefully played such as chapel, cursers, mandatory trashers etc. will seriously hamper your ability to use this effectively.

In some decks with the right support this card can do well, but not always.

114
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 04, 2019, 12:10:55 am »
I uh went the opposite of Aquila, for complex, and did a rainbow traveller line
-> ->
-> ->


I feel like the 2 most common pitfalls of traveler lines are weak starters and lackluster finishers.

Note that the 2 official starters of traveler lines are both $2, yet both are strictly worse than pawn. They're supposed to be overpriced compared to what they do when played, because of the benefit of being able to start the line. Meaning, the reason I get a page is not because of the +1 card +1 action but because I can eventually get a champion.

Even if pearl wasn't the beginning of a traveler line this could hold it's weight against silver. At worst it's a copper, but most of the time (especially considering the cards in this traveler line including itself) it will be a silver, possibly a gold or even $4. For $2 that sounds pretty good. For a $2 traveler, it's a steal.

On the flip side, I get the feeling Cartel will not usually be worth that much considering how much time and effort you have to put in to get one (note that the traveler line is a bit harder to get through because of fence). If you play it, even if you get one copy of each card in this line, it will only be worth 8 vp. If there aren't any other traveler lines, and you work even harder (stuffing your deck full of travelers) this could be ~12vp (25vp tops if you're uncontested). Compare that to being immune to attacks and having unlimited actions with an easier line to get through and not having to stuff your deck full of travelers.

As an aside, Fence sounds way too powerful as well. It'd be hard for this to be less than $2. It can easily be +$8 or more.

115
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 01, 2019, 09:31:03 pm »


I've fixed the copper issue mentioned before.

Just wanted to ask again if anyone has any opinions on whether they feel this needs a trashing benefit (+1 action, trash a card from your hand, etc.) and which they feel would be appropriate.

116
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 30, 2019, 05:25:52 pm »
Here is my submission (there are 20 in the pile)


I know Donald X. has said that Rats is his favorite card (that was said some time ago, I don't know if it still is). It's one of my favorite as well. There's something so great about the finesse that's required to play a card like that. On the one hand you want to play a bunch of them and gain a bunch them to tfb, on the other hand, you can't let rats overrun your deck. With that in mind, I've always wanted to make a card that fits in that idea. Here is what I came up with. It's a self gaining lab, but you have to be careful about playing too many of them or you'll destroy the rest of your turn (make sure to keep the riot under control).

1) Just to preempt any discussion about price, keep in mind that when it comes to self gainers, a higher cost actually makes the card a more worthwhile buy (would you buy rats if it cost $2?). You only buy it once, but you'll can tfb it multiple times.

2) The bottom part applies to all cards that you play (actions, treasures, night), but only when you play them (so calling a reserve would work).

I have to ask the community for advice on 2 things:

1) The copper clause has a bit of history. First there was no clause. But then I felt it would too punishing to play your first riot and the barrier would be too great since you often play a couple of coppers each turn in the early game. So then I specifically excluded copper. But then I realized you could buy one copper (to have 8 ) and a riot and just play a bunch of riots and play 8 coppers and get a province. So then I made it that copper costs 3 more if you have a riot in play, but realized it could be abused with tfb like farmland or remodel. So finally this is what I have.

I'm wondering if anyone has a better way to word it (especially if you could combine both parts under the line).

2) I was debating adding a little bonus for trashing this (like rats). I was thinking maybe +1 action or you may trash a card. Do you guys think it's good as is, or should I add a bonus (and which one)

Thanks

Functionally, "when you play a Copper, you do not follow its instructions" can be replaced with "Coppers make $0".

That's possible. Though I was hesitant about this because of how coppersmith would work (does it produce $0 after or before coppersmith adds $1)

I could say copper makes $1 less though. Though why not just use the same language that's on the other party if the card.

117
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 30, 2019, 05:18:31 pm »
Here is my submission (there are 20 in the pile)


I know Donald X. has said that Rats is his favorite card (that was said some time ago, I don't know if it still is). It's one of my favorite as well. There's something so great about the finesse that's required to play a card like that. On the one hand you want to play a bunch of them and gain a bunch them to tfb, on the other hand, you can't let rats overrun your deck. With that in mind, I've always wanted to make a card that fits in that idea. Here is what I came up with. It's a self gaining lab, but you have to be careful about playing too many of them or you'll destroy the rest of your turn (make sure to keep the riot under control).

1) Just to preempt any discussion about price, keep in mind that when it comes to self gainers, a higher cost actually makes the card a more worthwhile buy (would you buy rats if it cost $2?). You only buy it once, but you'll can tfb it multiple times.

2) The bottom part applies to all cards that you play (actions, treasures, night), but only when you play them (so calling a reserve would work).

I have to ask the community for advice on 2 things:

1) The copper clause has a bit of history. First there was no clause. But then I felt it would too punishing to play your first riot and the barrier would be too great since you often play a couple of coppers each turn in the early game. So then I specifically excluded copper. But then I realized you could buy one copper (to have 8 ) and a riot and just play a bunch of riots and play 8 coppers and get a province. So then I made it that copper costs 3 more if you have a riot in play, but realized it could be abused with tfb like farmland or remodel. So finally this is what I have.

I'm wondering if anyone has a better way to word it (especially if you could combine both parts under the line).

2) I was debating adding a little bonus for trashing this (like rats). I was thinking maybe +1 action or you may trash a card. Do you guys think it's good as is, or should I add a bonus (and which one)

Thanks

The way its phrased right now, doesn't the "card other than Riot" part trump the "when you play a copper" part?

Just make Copper always work is my vote.

Good point. I should write other than riot or copper.

Like I explained, if copper always works it makes a simple strategy of filling your deck with riots and buying a single copper and then just buying provinces.

Your original goal of playing something that requires finesse is quite limited by coppers working. You intended to design a card where you want a few, but not too many. But getting 8 coppers and a bunch of riots I think will be a pretty strong strategy. How about you do not make a special case for copper. It costs 0 so as soon as you play 1 riot, it's instructions get ignored. But that makes it super weak early game -- what if you added copper trashing to the card? You could "when you gain a riot, trash a copper from your hand," or you could "when you buy, trash any number of coppers from your hand" you know, there's a lot of different directions here. In addition, the copper trashing will encourage an early buy, but early buys are dangerous because you could end up with a ton of these cards and absolutely no way to make economy. It'll become more strategically interesting. I think adding copper strategy here will move the card towards your original goal.

It still has finesse even with a leeway for copper. Playing more than 4 is really going to hurt the rest of your turn. The finesse is not gone it's just a little different.

I did used to have a copper trashing ability (I forgot to mention this). It felt a little too much like rats (rats turns estates and coppers into rats, riot would end up turning coppers into riots). Besides it started to feel like there were to many different concepts on the card (lab, self gaining, copper trasher, restrictions on other cards) which makes a card harder to understand and less intuitive. Also trashing coppers alone is still going to hurt early turns since you can't buy anything that turn. Other trashers let you trash multiple (chapel, steward) or at least let you trash while building your deck (moneylender).

Compare a 3rd turn play of rats to riot.

Play rats, trash an estate, buy something for $4 or $5.
Play riot, trash a copper, buy at best a $2 maybe buy nothing because you only have coppers and estates (that extra +card didn't help)

118
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 30, 2019, 04:02:24 pm »
Here is my submission (there are 20 in the pile)


I know Donald X. has said that Rats is his favorite card (that was said some time ago, I don't know if it still is). It's one of my favorite as well. There's something so great about the finesse that's required to play a card like that. On the one hand you want to play a bunch of them and gain a bunch them to tfb, on the other hand, you can't let rats overrun your deck. With that in mind, I've always wanted to make a card that fits in that idea. Here is what I came up with. It's a self gaining lab, but you have to be careful about playing too many of them or you'll destroy the rest of your turn (make sure to keep the riot under control).

1) Just to preempt any discussion about price, keep in mind that when it comes to self gainers, a higher cost actually makes the card a more worthwhile buy (would you buy rats if it cost $2?). You only buy it once, but you'll can tfb it multiple times.

2) The bottom part applies to all cards that you play (actions, treasures, night), but only when you play them (so calling a reserve would work).

I have to ask the community for advice on 2 things:

1) The copper clause has a bit of history. First there was no clause. But then I felt it would too punishing to play your first riot and the barrier would be too great since you often play a couple of coppers each turn in the early game. So then I specifically excluded copper. But then I realized you could buy one copper (to have 8 ) and a riot and just play a bunch of riots and play 8 coppers and get a province. So then I made it that copper costs 3 more if you have a riot in play, but realized it could be abused with tfb like farmland or remodel. So finally this is what I have.

I'm wondering if anyone has a better way to word it (especially if you could combine both parts under the line).

2) I was debating adding a little bonus for trashing this (like rats). I was thinking maybe +1 action or you may trash a card. Do you guys think it's good as is, or should I add a bonus (and which one)

Thanks

The way its phrased right now, doesn't the "card other than Riot" part trump the "when you play a copper" part?

Just make Copper always work is my vote.

Good point. I should write other than riot or copper.

Like I explained, if copper always works it makes a simple strategy of filling your deck with riots and buying a single copper and then just buying provinces.

119
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 29, 2019, 02:09:41 pm »


I'm not sure how much this improves your deck... having Copper instead of Estate in your hand is slightly better; but you'd still really rather trash that Copper. And if trashing is available; I don't think you'd take the time with this to avoid losing the Estate points.

Then again if trashing isn't available; turning an Estate into a Copper is kind of like gaining a Peddler.

I wonder if it would be better and still balanced if the Copper were gained to your hand?

you're forgetting you could also use this on curses and other victory cards (like provinces)

120
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 29, 2019, 12:16:43 pm »
Here is my submission (there are 20 in the pile)


I know Donald X. has said that Rats is his favorite card (that was said some time ago, I don't know if it still is). It's one of my favorite as well. There's something so great about the finesse that's required to play a card like that. On the one hand you want to play a bunch of them and gain a bunch them to tfb, on the other hand, you can't let rats overrun your deck. With that in mind, I've always wanted to make a card that fits in that idea. Here is what I came up with. It's a self gaining lab, but you have to be careful about playing too many of them or you'll destroy the rest of your turn (make sure to keep the riot under control).

1) Just to preempt any discussion about price, keep in mind that when it comes to self gainers, a higher cost actually makes the card a more worthwhile buy (would you buy rats if it cost $2?). You only buy it once, but you'll can tfb it multiple times.

2) The bottom part applies to all cards that you play (actions, treasures, night), but only when you play them (so calling a reserve would work).

I have to ask the community for advice on 2 things:

1) The copper clause has a bit of history. First there was no clause. But then I felt it would too punishing to play your first riot and the barrier would be too great since you often play a couple of coppers each turn in the early game. So then I specifically excluded copper. But then I realized you could buy one copper (to have 8 ) and a riot and just play a bunch of riots and play 8 coppers and get a province. So then I made it that copper costs 3 more if you have a riot in play, but realized it could be abused with tfb like farmland or remodel. So finally this is what I have.

I'm wondering if anyone has a better way to word it (especially if you could combine both parts under the line).

2) I was debating adding a little bonus for trashing this (like rats). I was thinking maybe +1 action or you may trash a card. Do you guys think it's good as is, or should I add a bonus (and which one)

Thanks

Update: Fixed Copper issue below line

121
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 25, 2019, 10:49:35 pm »
Alright, I am abandoning  my old submission for these cards:


Here are some helpful secret cards up your sleeve that can help you in a pinch. As with my previous entries these cards travel from player to player.

They are also a new type; secret cards. Secret cards have a randomizer and do not count towards the 10 cards in the kingdom (choose them in a similar way to sideways cards but you can play with all 3 of them). There are 1 copy of each secret card per player. Each player starts with their secret cards (however many they are playing with that game) upside down underneath their deck (they are not part of your deck, this is for reminder purposes only). The first time each player shuffles, they put their secret cards onto their tavern mat. They used to just start on your tavern mat but then I thought it could have some balance issues (player order can make a difference, and it's power can be a bit swingy depending on your opening hand), so now it doesn't affect openings.

I think the wordings of the cards are straightforward but if anyone has any q's, I could answer them.

Originally all cards were passed left (not just the first) but then I figured it would usually lead to one player having all of them and everyone getting +$3 (or cards) each turn. It could also get a little crazy in a 4p game (1st player gets $1, 2nd player gets $2, 3rd player gets $3, 4th player gets $4). Only one of each secret card can get passed each turn now, which means that allowing one player to accumulate a pile of the secret cards can give them an advantage since they can pass only one secret card and still get a big bonus. Also, it means in a 2p game, the first player to use their card, say secret hoard, gets a small bonus of +$1 quicker, and give their opponent a bigger bonus of +$2 later; then they are back to square one (each player has one secret hoard on their tavern mat).

P.S. I'm a little tired right now, so I apologize if my comments are a little incoherent or rambly.

122
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 20, 2019, 09:29:39 am »
Here's a simple card inspired by some of the rotating cards in Agricola. (NOTE: it is an heirloom, not a supply pile)


Why doesn't Research just say "the player to your left may..."?
I would guess it's because if they don't, the next player may then choose to.

Exactly. That way if there's one player who's not taking any, it doesn't give an unfair advantage to the player to his right.

123
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 19, 2019, 09:04:24 pm »


Research is already an existing card:



And even if it wasn't, it doesn't really make much sense thematically for Research's Heirloom to be a Gift.

Oops. Thought I remembered there being a research. I'll change it later.

124
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 19, 2019, 07:30:54 pm »
Here's a simple card inspired by some of the rotating cards in Agricola. (NOTE: it is an heirloom, not a supply pile)


I just made an heirloom without a kingdom pile to go with it. I figured the kingdom pile is unnecessary for the contest, since Gift is the card that gives the player interaction. That being said, I will make a kingdom card to match it if anordinaryman wants me to (maybe i'll give it some more player interaction).

I'd thought I'd go with a card that rotates along the decks. You get a little bonus when you pass it along (i did that or else everyone would be passing them along and it would cancel itself out). You can keep it; of course then it just plays like a copper. This is obviously going to affect the openings a little bit like baker.

1) Your opponent does not gain the card and therefore cannot react (for example with a trader)

2) the card is priced at 0 intentionally. I wanted it to continue to rotate hands so I wanted to disincentivize trashing it. At 0 it doesn't work well for trash for benefit. it also can't be trashed with things that only trash copper (ducat, moneylender). And then, if you really want to get it out of your deck you could always play it as a silver (though it will likely come back).

Update: I have added Research here (this should take care of the heirloom problem and give more interactivity). Here are my comments:

You've worked very hard on your research; too bad everyone wants to steal it for themselves. It's a lab that can be stolen for a cost.

1) The choice of stealing goes clockwise from the current player. Once one player takes it, no other player can take it since it is no longer in play.

2) "Other players" refers to all the players who did not steal the card.

3) Because this is a card that rotates and everyone will end up benefiting from, the cost has to be low since why spend my money if everyone is going to get the benefit (also to prevent tfb). I've also added an interactive clause that allows all your opponents to gain one for free (when you gain your 2nd card). I might tweak this clause since it allows the pile to deplete fast in a 4p game.

4) This pairs thematically well with Gift. Gift is a card you give to your opponents, Research is a card you steal from your opponents.

I've updated my old post and quoting it here so people can comment.

Update: this is no longer my submission

125
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 19, 2019, 03:35:27 pm »
Gift is the card that gives the player interaction.
Either you play it as a Silver and discard it to the left, trash it or sift through it. Just because it lands in somebody else's deck doesn't mean that the card is interactive though. Unless you want to argue that playing it as a mere Copper to keep it and later play it as a Silver will arise often.
I think that something like this can work, but only if the decision is non-trivial.

there are definitely situations that you would play it as a copper to keep it (if you have an extra $1 you don't want to spend). I can kind of hear your other point though that the interactivity is low (though it is still present). I'll see if I can tweak this.

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